ACE3/optionals/compat_rhs_afrf3/CfgAmmo.hpp

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class CfgAmmo {
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class BulletBase;
class B_556x45_Ball;
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class rhs_B_545x39_Ball: B_556x45_Ball {
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ACE_caliber=5.588;
ACE_bulletLength=21.59;
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ACE_bulletMass=3.42792;
ACE_ammoTempMuzzleVelocityShifts[]={-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[]={0.168};
ACE_velocityBoundaries[]={};
ACE_standardAtmosphere="ASM";
ACE_dragModel=7;
ACE_muzzleVelocities[]={780, 880, 920};
ACE_barrelLengths[]={254.0, 414.02, 508.0};
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};
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class rhs_B_545x39_Ball_Tracer_Green: rhs_B_545x39_Ball {
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ACE_caliber=5.588;
ACE_bulletLength=21.59;
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ACE_bulletMass=3.22704;
ACE_ammoTempMuzzleVelocityShifts[]={-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[]={0.168};
ACE_velocityBoundaries[]={};
ACE_standardAtmosphere="ASM";
ACE_dragModel=7;
ACE_muzzleVelocities[]={785, 883, 925};
ACE_barrelLengths[]={254.0, 414.02, 508.0};
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};
class B_762x51_Ball;
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class rhs_B_762x54_Ball: B_762x51_Ball {
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ACE_caliber=7.925;
ACE_bulletLength=28.956;
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ACE_bulletMass=9.8496;
ACE_ammoTempMuzzleVelocityShifts[]={-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[]={0.4};
ACE_velocityBoundaries[]={};
ACE_standardAtmosphere="ICAO";
ACE_dragModel=1;
ACE_muzzleVelocities[]={700, 800, 820, 833};
ACE_barrelLengths[]={406.4, 508.0, 609.6, 660.4};
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};
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class rhs_B_762x54_Ball_Tracer_Green: rhs_B_762x54_Ball {
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ACE_caliber=7.925;
ACE_bulletLength=28.956;
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ACE_bulletMass=9.6552;
ACE_ammoTempMuzzleVelocityShifts[]={-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[]={0.395};
ACE_velocityBoundaries[]={};
ACE_standardAtmosphere="ICAO";
ACE_dragModel=1;
ACE_muzzleVelocities[]={680, 750, 798, 800};
ACE_barrelLengths[]={406.4, 508.0, 609.6, 660.4};
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};
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class rhs_B_762x54_7N1_Ball: rhs_B_762x54_Ball {
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ACE_caliber=7.925;
ACE_bulletLength=28.956;
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ACE_bulletMass=9.8496;
ACE_muzzleVelocityVariationSD=0.4;
ACE_ammoTempMuzzleVelocityShifts[]={-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[]={0.4};
ACE_velocityBoundaries[]={};
ACE_standardAtmosphere="ICAO";
ACE_dragModel=1;
ACE_muzzleVelocities[]={700, 800, 820, 833};
ACE_barrelLengths[]={406.4, 508.0, 609.6, 660.4};
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};
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class rhs_B_762x39_Ball: B_762x51_Ball {
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ACE_caliber=7.823;
ACE_bulletLength=28.956;
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ACE_bulletMass=7.9704;
ACE_ammoTempMuzzleVelocityShifts[]={-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[]={0.275};
ACE_velocityBoundaries[]={};
ACE_standardAtmosphere="ICAO";
ACE_dragModel=1;
ACE_muzzleVelocities[]={650, 716, 750};
ACE_barrelLengths[]={254.0, 414.02, 508.0};
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};
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class rhs_B_762x39_Tracer: rhs_B_762x39_Ball {
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ACE_caliber=7.823;
ACE_bulletLength=28.956;
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ACE_bulletMass=7.5816;
ACE_ammoTempMuzzleVelocityShifts[]={-26.55, -25.47, -22.85, -20.12, -16.98, -12.80, -7.64, -1.53, 5.96, 15.17, 26.19};
ACE_ballisticCoefficients[]={0.275};
ACE_velocityBoundaries[]={};
ACE_standardAtmosphere="ICAO";
ACE_dragModel=1;
ACE_muzzleVelocities[]={650, 716, 750};
ACE_barrelLengths[]={254.0, 414.02, 508.0};
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};
class B_9x21_Ball;
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class rhs_B_9x19_7N21: B_9x21_Ball {
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ACE_caliber=9.017;
ACE_bulletLength=15.494;
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ACE_bulletMass=5.19696;
ACE_ammoTempMuzzleVelocityShifts[]={-2.655, -2.547, -2.285, -2.012, -1.698, -1.280, -0.764, -0.153, 0.596, 1.517, 2.619};
ACE_ballisticCoefficients[]={0.14};
ACE_velocityBoundaries[]={};
ACE_standardAtmosphere="ASM";
ACE_dragModel=1;
ACE_muzzleVelocities[]={445, 460, 480};
ACE_barrelLengths[]={101.6, 127.0, 228.6};
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};
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class rhs_B_9x18_57N181S: B_9x21_Ball {
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ACE_caliber=9.271;
ACE_bulletLength=15.494;
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ACE_bulletMass=6.00048;
ACE_ammoTempMuzzleVelocityShifts[]={-2.655, -2.547, -2.285, -2.012, -1.698, -1.280, -0.764, -0.153, 0.596, 1.517, 2.619};
ACE_ballisticCoefficients[]={0.125};
ACE_velocityBoundaries[]={};
ACE_standardAtmosphere="ICAO";
ACE_dragModel=1;
ACE_muzzleVelocities[]={298, 330, 350};
ACE_barrelLengths[]={96.52, 127.0, 228.6};
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};
class rhs_B_545x39_7U1_Ball: rhs_B_545x39_Ball {
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// @todo: Provide accurate coefficients for this subsonic ammo
// In the meantime, prevent it inheriting from its supersonic parent
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// ammoTempMuzzleVelocityShifts scaled down from normal
ACE_ammoTempMuzzleVelocityShifts[]={-8.85,-8.49,-7.61667,-6.70667,-5.66,-4.26667,-2.54667,-0.51,1.98667,5.05667,8.73};
ACE_muzzleVelocities[] = {};
ACE_barrelLengths[] = {};
};
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class rhs_B_762x39_U_Ball: rhs_B_762x39_Ball {
// @todo: Provide accurate coefficients for this subsonic ammo
// In the meantime, prevent it inheriting from its supersonic parent
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// ammoTempMuzzleVelocityShifts scaled down from normal
ACE_ammoTempMuzzleVelocityShifts[]={-8.85,-8.49,-7.61667,-6.70667,-5.66,-4.26667,-2.54667,-0.51,1.98667,5.05667,8.73}; //Just Scaled Down Normal?
ACE_muzzleVelocities[] = {};
ACE_barrelLengths[] = {};
};
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class rhs_B_9x39_SP5: rhs_B_762x39_Ball {
// @todo: Provide accurate coefficients for this subsonic ammo
// In the meantime, prevent it inheriting from its supersonic parent
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ACE_ammoTempMuzzleVelocityShifts[]={};
ACE_muzzleVelocities[]={};
ACE_barrelLengths[]={};
};
class SubmunitionBase;
class rhs_ammo_127x108mm_x5: SubmunitionBase {
ACE_rearm_caliber=13;
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};
class GrenadeHand;
class rhs_ammo_rgd5: GrenadeHand {
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ace_frag_enabled = 1;
ace_frag_metal = 200;
ace_frag_charge = 110;
ace_frag_gurney_c = 2440;
ace_frag_gurney_k = "3/5";
ace_frag_classes[] = {"ACE_frag_small_HD"};
ace_frag_skip = 0;
ace_frag_force = 1;
};
class rhs_ammo_rgn: rhs_ammo_rgd5 {
ace_frag_enabled = 0;
ace_frag_skip = 1;
ace_frag_force = 0;
};
class rhs_ammo_fakel: GrenadeHand {
ace_frag_enabled = 0;
ace_frag_skip = 1;
ace_frag_force = 0;
};
class rhs_ammo_fakels: rhs_ammo_fakel {};
class rhs_ammo_zarya2: rhs_ammo_fakels {};
class rhs_ammo_plamyam: rhs_ammo_fakels {};
class RocketBase;
class R_PG32V_F: RocketBase {};
class rhs_rpg26_rocket: R_PG32V_F {};
class rhs_rpg7v2_pg7vl: rhs_rpg26_rocket {};
class rhs_rpg7v2_og7v: rhs_rpg7v2_pg7vl {
ace_frag_enabled = 1;
ace_frag_metal = 400;
ace_frag_charge = 210;
ace_frag_gurney_c = 2800;
ace_frag_gurney_k = "3/5";
ace_frag_classes[] = {"ACE_frag_medium_HD"};
ace_frag_skip = 0;
ace_frag_force = 1;
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
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EGVAR(vehicle_damage,incendiary) = 0.1;
};
class rhs_rpg7v2_tbg7v: rhs_rpg7v2_pg7vl {
ace_frag_enabled = 0;
ace_frag_skip = 1;
ace_frag_force = 0;
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
EGVAR(vehicle_damage,incendiary) = 0.7;
};
class rhs_rshg2_rocket: rhs_rpg7v2_tbg7v {
ace_frag_enabled = 0;
ace_frag_skip = 1;
ace_frag_force = 0;
};
class G_40mm_HE;
class rhs_g_vog25: G_40mm_HE {};
class rhs_g_vg40tb: rhs_g_vog25 { //Thermobaric
ace_frag_force = 0;
};
class rhs_g_vg40sz: rhs_g_vog25 { //Flashbang
ace_frag_force = 0;
};
class rhs_g_gdm40: rhs_g_vog25 { //Smoke
ace_frag_force = 0;
};
class rhs_g_vg40md_white: rhs_g_vog25 { //Smoke
ace_frag_force = 0;
};
// ACE Explosives
class MineBase;
class rhs_mine_tm62m_ammo: MineBase {
ace_explosives_defuseObjectPosition[] = {-0.005, 0.025, 0.06};
};
class rhs_mine_pmn2_ammo: MineBase {
ace_explosives_defuseObjectPosition[] = {0, 0, 0.012};
};
class ATMine_Range_Ammo;
class rhs_ammo_ptm1: ATMine_Range_Ammo {
ace_explosives_defuseObjectPosition[] = {0, 0.17, 0.02};
};
class APERSMine_Range_Ammo;
class rhs_ammo_pfm1: APERSMine_Range_Ammo {
ace_explosives_defuseObjectPosition[] = {0.015, -0.018, 0};
};
class PipeBombBase;
class rhs_ec75_ammo: PipeBombBase {
ace_explosives_defuseObjectPosition[] = {0, 0.04, 0.02};
};
class rhs_ec200_ammo: rhs_ec75_ammo {
ace_explosives_defuseObjectPosition[] = {0, 0.05, 0.008};
};
class rhs_ec400_ammo: rhs_ec75_ammo {
ace_explosives_defuseObjectPosition[] = {0, 0.03, 0.02};
};
class rhs_mine_msk40p_white_ammo: APERSMine_Range_Ammo {
ace_explosives_defuseObjectPosition[] = {0.025, 0, 0.4};
};
class rhs_mine_sm320_white_ammo: rhs_mine_msk40p_white_ammo {
ace_explosives_defuseObjectPosition[] = {0.01, 0, 0.25};
};
class rhs_mine_ozm72_a_ammo: APERSMine_Range_Ammo {
ace_explosives_defuseObjectPosition[] = {0, -0.125, 0.11};
};
class rhs_mine_ozm72_c_ammo: rhs_mine_ozm72_a_ammo {
ace_explosives_defuseObjectPosition[] = {0, -0.015, 0.12};
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class Sh_125mm_APFSDS;
class Sh_125mm_HE;
class rhs_ammo_bm_base: Sh_125mm_APFSDS {
EGVAR(vehicle_damage,incendiary) = 0.1;
};
class rhs_ammo_bk_base: rhs_ammo_bm_base {
EGVAR(vehicle_damage,incendiary) = 1.0;
};
class rhs_ammo_3bm_base: rhs_ammo_bm_base {};
class rhs_ammo_of_base: Sh_125mm_HE {
EGVAR(vehicle_damage,incendiary) = 0.30;
};
class rhs_ammo_base_penetrator: rhs_ammo_3bm_base {
EGVAR(vehicle_damage,incendiary) = 1.0;
};
class rhs_ammo_ap_penetrator: Sh_125mm_APFSDS {
EGVAR(vehicle_damage,incendiary) = 0.1;
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class M_Titan_AT;
class rhs_ammo_atgmCore_base: M_Titan_AT {
EGVAR(vehicle_damage,incendiary) = 1.0;
};
class rhs_ammo_atgmBase_base: M_Titan_AT {
EGVAR(vehicle_damage,incendiary) = 1.0;
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class rhs_ammo_rpgShell_base;
class rhs_ammo_og9v: rhs_ammo_rpgShell_base {
EGVAR(vehicle_damage,incendiary) = 0.1;
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class rhs_ammo_rpg15Shell_base;
class rhs_ammo_og15v: rhs_ammo_rpg15Shell_base {
EGVAR(vehicle_damage,incendiary) = 0.1;
};
Add Vehicle Damage (ACE2 port) & Enhance Cook-Off (#7565) * Initital port of ACE2 Vehicle Damage * Add fire damage and burning people * Migrate vehicle damge stuff from cookoff. Change cookoff function to enhance effect. * Minor tweaks * Add incendiary values to all applicable ammunition. Add engine fire/smoke if hit enough * Handle car damage more elegantly. * Added ability to create fire sources arbitrarily * tweaks * Add chance to detonate after cookoff * disable compile cache * Move blown-off turret config to vehicle damage. Add settings inititalized EH for initializing off settings * tabs->spaces * Various code improvements * Change to count loop for deleting effects * update addon requirements * remove vanilla config requirements * Add RHS compatability * RHS compat. Various QOL fixes/changes * Various tweaks to compats and code. * High-Explosive damage tweak * Change how penetration is calculated for parts * Fix RHS compat * Create setting for flare effect * increase burning scream sounds * swap out file name for snake_case * move incendiary values out of vehicle damage. remove medical dependency * vehicle_dammage - update all refs to snake * sqf fixes * fix fire string package caps * fix pboprefix * Default setting to on * Add variables to enable/disable ring fire to avoid goofy looking vehicles. Enhance how particles are cleaned up. Remove advanced penetration simulation. Change how fire intensity is calculated. Add setting to "disable" vehicle after cookoff * Fix bug where event handler wasn't giving the damage last. * change to snake * fix build errors * Fix UBC * Fix Order of Operations * avoid O^2 events * Make sure that no damage processing happens on dead units * Change some if statements * Keep track of player's death to stop various things * add quotes to right middle wheen * Add VD documentation * fire docs * Code quality fixes * Clarify documentation * define IDD * switch global -> server * Add newline between header and first code statement * stop the dead from suffering Its hard to tell when a unit is dead or in spectator, so check the config of the unit to determine it. * Add settings to disable cook-off effects * Delete effects if vehicle is deleted before cookoff occurs. Don't cookoff player ammo. Throw weapon better * Move fire into own PR * fix tabs and macro * Shuffle crew indices so that a random person is first on the list to be injured each time * fix effects not clearing Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2021-10-14 15:49:27 +00:00
class B_30mm_AP;
class rhs_ammo_30x165mm_base: B_30mm_AP {
EGVAR(vehicle_damage,incendiary) = 0.2;
};
};